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Uncharted Animation Workflow
 

Uncharted Animation Workflow

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    Uncharted Animation Workflow Uncharted Animation Workflow Presentation Transcript

    • 5 min slideshow
    • Uncharted Animation: An In-depth Look at the Character Animation Workflow and Pipeline5 min slideshow
    • Judd Simantov: Jeremy Yates:Art Technical Lead Lead Gameplay Animator
    • Introduction: What we’re going to cover •  Early Considerations •  First Part: Tools and Pipeline: –  Initial goals for Uncharted animation –  First pipeline pass & what we didn’t like about it… –  What we finally ended up with! •  Second Part: Animation Workflow and Runtime: –  Workflow Examples – Mocap pipeline demo & Keyframe pipeline demo –  Run time Animation Post Mortem •  Lessons Learned •  Q/A?1:00-1:03
    • Disclaimer Terminology •  Animation rig or control rig •  Motion capture rig or motion capture skeleton •  Deformation Rig or Game Skeleton •  iToons is not the same as iTunes1:03-1:05
    • Early Considerations1:15-1:20
    • Early Considerations Stylized to Realism1:03-1:05
    • Early Considerations •  Realism is less forgiving… •  Integration of motion capture1:03-1:05
    • Initial Goals1:15-1:20
    • Initial Goals Create stable rig and pipeline ...Prevent Jak legacy problemsProportion changesNo symmetry in jointsEyes texturesIK issues – joints noton a planeCinematic & Gameskeleton separate – no animation compatibilityNo shared skeletons
    • Initial Goals Make keyframing and selection of characters really quick and intuitive Pick in the viewport Invisible control boxes Less clutter Custom pick walk Custom Layer manager Key-framing & Selection Tool1:05-1:10
    • Initial Goals •  Integrate Motion Capture & Motion Builder into our pipeline1:05-1:10
    • First pass at our pipeline & what we didn’t like about it…1:15-1:20
    • First pass at our pipeline & what we didn’t like about it… 3 Skeleton Rig Setup1:15-1:20
    • •  Motion Capture driving offset rig is too abstract.1:05-1:10
    • •  We decided not to use MotionBuilder…1:05-1:10
    • First pass at our pipeline & what we didn’t like about it… •  Need a tool to reference and link character skeletons. •  No way to manage animation data. •  Still way too many bottlenecks when it comes to everyday tasks. •  Tools were a little slow (all done in MEL – needed to be converted over to plug-ins)1:05-1:10
    • Finally what we ended up with!1:15-1:20
    • The Rig Pipeline1:15-1:20
    • Rig Scene Pipeline: Rig Referencing Skeleton Linking in Animation Scene Motion Capture Animation Skeleton Scene With Rigs Referenced In Animation/Keyframe Skeleton Game Animation Rig Game/Deformation Deformation Maya File Skeleton Maya File1:15-1:20
    • Proxy Rig: •  Lived in the animation rig scene1:15-1:20
    • Shared Skeletons:1:15-1:20
    • The Tools Pipeline1:15-1:20
    • Tools: Character Manager Tool1:15-1:20
    • Tools: Animation Import/Export •  300 frame animation of entire character roughly 1 second to import1:15-1:20
    • Tools: Motion Capture Editing Tools Trace Mocap Flatten to Mocap1:15-1:20
    • Motion Capture Editing Tools Trace Motion Capture:1:15-1:20
    • Motion Capture Editing Tools Flatten to Motion Capture:1:15-1:20
    • Tools: Keyframe/Selection Tools (KT)1:15-1:20
    • Tools: Animation Library (iToons)1:15-1:20
    • Tools: Animation Time Warping1:15-1:20
    • Tools: Layer Manager1:15-1:20
    • Tools: Arc Tool1:15-1:20
    • Tools: “True” IK/FK Spline Tool1:15-1:20
    • Part 2: Animation Workflow & Runtime1:15-1:20
    • 12:30-12:40 The Road to Realism •  Crossing over from cartoon to realistic [pre vis] [cartoon drake]
    • 12:30-12:40 Mocap vs. Keyframe What we Knew… •  Wanted a hyper real look –  (Realistic motion with Naughty Dog style) •  Needed mocap –  Grounding in reality •  Needed keyframed motions –  Traversal, daily production needs, hard to capture stunts •  Film examples: Matrix, LotR
    • 12:30-12:40 Mocap vs. Keyframe Differences? •  Motion capture –  Hi fidelity movement •  Dense key data –  Real world physics –  Slower movement
    • 12:30-12:40 Mocap vs. Keyframe •  Keyframed animation –  Low fidelity movement •  70% interpolated –  Smoother motion –  Interpreted physics –  More exaggerated
    • 12:30-12:40 Mocap vs. Keyframe How do we make this seamless? •  Bring quality and fidelity of keyframed animations to same level as mocap? •  Work with mocap in such a way that it looks closer to the keyframed animation?
    • 12:30-12:40 Mocap vs. Keyframe How do we make this seamless? •  Keyframe approach: –  “Poor Mans Mocap” [poor-mans-mc] •  Video reference •  Reference key poses from video (“trace”) •  Add “punch” to timing •  Accentuate poses
    • 12:30-12:40 Mocap vs. Keyframe How do we make this seamless? •  Mocap approach: –  “Snap” extreme poses (trace tool) •  Interpolation / smooth motion –  Add “punch” to timing •  Timing accentuated + remove unnecessary pauses –  Accentuate poses –  Similar workflow
    • 12:40-12:47 Keyframe pipeline walk through: “land to run”
    • 12:40-12:47 Keyframe pipeline walk through: Video reference (p/s camera) –  30 fps [video]
    • 12:40-12:47 Keyframe pipeline walk through: •  QuickTime Pro (edit/crop) –  Export image sequence
    • 12:40-12:47 Keyframe pipeline walk through: Video reference tool Image sequence in Maya viewport
    • 12:40-12:47 Keyframe pipeline walk through: “Trace” extreme poses from video [posing] [stepped] [interpolate]
    • 12:40-12:47 Keyframe pipeline walk through: •  Accentuate timing [timing] –  Add more snap/impact –  Make more responsive, etc •  Accentuate poses [break] – More dynamic/interesting – Readable silhouettes1:30-1:35
    • 12:40-12:47 Keyframe pipeline walk through: •  Transition to branch animation (run) –  Import branch anim (library) [run mc] –  Trace frame range [trace]
    • 12:40-12:47 Keyframe pipeline walk through: •  Fingers (library) –  itoons
    • 12:40-12:47 Keyframe pipeline walk through:1:30-1:35
    • Mocap pipeline walk through:“upper-cut”
    • 12:47-12:54 Mocap pipeline walk through: •  Get it right on the stage –  Acting (cast talent) / Direction –  Orientation –  Origin –  Z-axis –  Naming convention, etc •  Diva View (House of Moves)
    • 12:47-12:54 Mocap pipeline walk through: •  Batch mocap data to .jaf –  Auto library –  Batch Avis •  Import onto mocap layer –  Prefix * [import] •  *Move into place * [move]
    • 1:35-1:40 Mocap pipeline walk through: •  Time warp •  Great for dense key data –  Use to make motion Responsive, add Snap / Impact, Correct Cadence [before] [tw] [after] Dense key data Timewarp curve Timewarp curve (Before) (After)
    • 12:47-12:54 Mocap pipeline walk through: •  Trace poses –  Trace extremes •  Helps recreate the motion with few keyframes •  Easier editing •  Smoother interpolation [trace] [trace after]
    • 12:47-12:54 Mocap pipeline walk through: •  Accentuate poses [enhance] –  More dynamic/interesting –  Readable silhouettes •  Create breakdowns –  Any additional keyframed animation
    • 12:47-12:54 Mocap pipeline walk through: •  Fingers (library) * [fingers] –  Itoons
    • 12:47-12:54 Mocap pipeline walk through:
    • 12:54-1:04 Layering Animations •  Realistic character –  Problem: •  Weight vs. responsiveness –  Solution: Layers •  Overlapping actions
    • 1:45-1:55 Layering Animations •  Full body layers •  Blending •  Additives •  Partials
    • How Drake Stacks up…
    • 12:54-1:04 Layering Animations •  Additives: Standard uses –  Aiming (up, down, left, right) –  Firing animations [pistol] –  Leans * [run] * [lean] •  Additives: New uses –  Randomness (run, breathing, etc) [run] [rnd] [run+rnd] [breath] –  Flinches [flinch]
    • 12:54-1:04 Layering Animations •  Additives: New uses –  Idles (cover, fight, hang, stand) •  Emotional context [base] [pose] [base+pose] [cover-idles-all]
    • 12:54-1:04 Layering Animations •  Partials –  Facial[facial] –  Reloads [pistol] [ak] [gren] [game-reloads] •  Additive/partial combinations –  Additive spine –  Partial arms1:45-1:55
    • 12:54-1:04 Layering Animations For more information on the use of additive animation see: Christian Gyrling’s: Creating a Character in DRAKES FORTUNE Friday @ 9:00 am
    • * Motion capture post mortemWhy not mocap everything? –  Mocap stage is a vacuum –  Square peg into a round hole (custom) –  Timing •  Production organic •  Specific motions asap •  Slow turn around (days)
    • Lessons Learned
    • Lessons Learned•  No politics –  Throw office politics and bottlenecks out the window!
    • Lessons Learned•  Close collaboration between animators and programmers –  Other studios… –  At ND… •  Sit together and tune •  Make decisions together
    • Lessons Learned•  Great big ideas are fine, but start out simple and build on it!
    • Jeremy Yates Judd Simantovwww.jeremyyates.com www.cgmuscle.comanimationmonkey@gmail.com judd@cgmuscle.com 5 min slideshow